The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Slient Hill Map Has Serious Issues

Williamz
Williamz Member Posts: 143
edited June 2020 in Feedback and Suggestions

Right now this map seems survivor sided. There are many pallets that are forced pallet breaks that then run into a long corridor in where survivors can just hold W which wastes a lot of time. If you're going to make corridor maps don't put pallets on it that force a pallet break that result into a continuous run without any counter play other than to keep running in a straight line.

Perhaps if you are near enough for a damned wave shot with Pyramid Head, and that's only if you are him or huntress really no other killer can really do anything about forced pallet breaks.

Also the two doors that are breakable for the secret stairs in the corner of the map is too much time just to go up. Please remove these breakable doors there completely.

Edit: Forced pallets aren't anything new, they exist on Lery's map and some others but the difference is on lery's is there are rooms beside you and you can run diagonally towards the survivor and cut them off. Here it is a full straight line corridor unless they decide to run into a room with a loop if you get too close.

Post edited by Williamz on

Comments

  • Desh
    Desh Member Posts: 1,118
    edited June 2020

    Why break both of them at all? Break one so when you're in a chase, Survivors run in there and get trapped. Also anyone running Brutal Strength or Fire up perks can easily break those pallets. Also, Demo's Shred, Billy/Bubba's chainsaw, Plague's corrupt purge, DeathSlinger would make short work of the map.

  • Williamz
    Williamz Member Posts: 143
    edited June 2020

    I'm not taking a perk because there is a 1/31 chance I might play on the Silent Hill map just to deal with a maps pallet setup that involve many forced pallets into long corridors. lol.

    Yes some killers can shave an extra second off the pallet break but still results in the same thing and not enough to make a difference. Perhaps if I was nurse it would be perfectly fine but I'm not talking about a few killers that can deal will it I'm talking about the majority that have to deal with this. The real difference between a forced pallet break and let's say killers shack is there is a continuous mind game of which way he's going to go. With a forced pallet break there is zero mind game there and you buy yourself risk free time.

  • Desh
    Desh Member Posts: 1,118

    Or you could just take a perk for a different play style? I run Brutal on Freddy and Pig along with some other Non-meta perks and get the usual 4k in PC Red Ranks. And the difference in those extra seconds do matter because I've played Demo in Silent Hill and not much time is bought. Especially since those long corridors hardly have any adjacent paths to escape from. It seems to be more Killer sided than Survivor depending on what side of the map you're on.

  • Williamz
    Williamz Member Posts: 143

    Yes Huntress, Deathslinger, Billy, Nurse and maybe Plague if she has corrupt purge might be able to deal with it a bit easier but what about everyone else? Also I assumed you was at red ranks because that's just down to pure playtime, I'm getting 4ks all the time but till I actually go against a solid survivor then they show you how to play the map, thus the conclusion I came to about the advantage of forced pallets on that map.

  • Desh
    Desh Member Posts: 1,118

    That happens to the best of us when we go against any solid Survivor(s). I'm not saying you're wrong in your assessment. But the map isn't that bad and essentially all Killers can thrive on this map except Bubba. Because ######### Bubba. He's just not great for chases on any map. But the now buffed Clown is perfect for those endless Corridors, Nurse is perfect too, Pig can ambush dash, Trapper can block doorways with his traps and leave the other side still blocked with the breakable wall, Hag has teleport. That map is a Killer's dream once learned properly. But if you go against a good team, you'll lose no matter what map you're on.

  • Williamz
    Williamz Member Posts: 143
    edited June 2020

    Pig wont be able to crouch then dash at a survivor in a straight line chase and pyrimind head has to be at least at half of the range of the damned shot to hit them with it but at that point you may as well has just M1 them. The main thing is the rest is down to probability, isn't it? If trapper has put a bear trap there, If hag has put a trap there, If.. If you are lucky enough to spawn in that certain area and put a trap down then it's all good or if you go past that area and decided to trap it while the survivor goes past it. Against top survivors you wont have time to head there and trap it, you need to start pressure immediately.

    There is so much probability involved here I'd rather not get into it but the main thing is here you are eating a forced pallet and there is almost no direct mind game and they get free time into a long corridor. Forced pallets aren't anything new they exist on Lery's map and some others but the difference is on lery's is there are rooms beside you and you can run diagonally towards the survivor and cut them off. Here it is a full straight line corridor unless they decide to run into a room with a loop if you get too close.

  • BigTimeGamer
    BigTimeGamer Member Posts: 1,752

    there really arent alot of strong pallets

    most are around tables that can be played normally, and that ironically makes the map worse- its awful for both sides

  • cyniChris
    cyniChris Member Posts: 207

    The breakable walls leading to the staircase are a fantastic trap. Break the bottom one, but leave the top one. Survivors caught near the bathrooms will often run up the stairs, thinking the top is open.

    As for the safe pallets, there's only a couple. Most are really unsafe. Try to get the safe ones down as early as you can. Survivors need at least some safe pallets. I'd argue that the Lerys and Badham ones are worse, because survivors can hide round corners next to them and catch killers off guard for a really easy stun. It's harder (though not impossible) to do that on Midwich, in my experience.

  • Desh
    Desh Member Posts: 1,118

    You don't use Pig's dash when chasing them in a straight line. You use it to mindgame at pallets. Pyramid Head has add-ons that extend his range, but if you treat his power as you would Demo's, yeah you would want to M1 instead because Survivors would be expecting you to use it in an open setting. Pyramid Head's power fully comes out when they are in the midst of an animation. In terms of probability, not really. I've seen high ranking Trappers setup and lose about 1-2 Gens before they finally start going in and they go ham on us. Haven't seen a Trapper yet on the new map but every other map I usually get destroyed, especially Redwoods. Can't speak for Hag because I don't see her at all in PC high ranks but, it's the same if not better because the layout is smaller so she should be able to teleport everywhere.

    In terms of these Corridors, the only one who legit suffers is again, Bubba. Everyone else has a means of catching up. Myers may not be able to catch up, but he can feed his tier levels which will force Survivors to run into adjacent rooms or get him to Tier 3 and then it's game over. Again, I don't really see the issue aside from the possibility of a lack of safe pallets. The map is fine, it creates a deadzone that forces Survivors to be sparing and Killers to utilize their powers more to catch their foe.

  • Splinterverse
    Splinterverse Member Posts: 445

    OP -- the map is not survivor-sided. It's actually the opposite. The whole map is just walls walls walls with no generators in the rooms. Most of the gens are in the hallways or outside. Add to that, that there are next to no vaults so Lithe is useless.

    You can't find gens either (other than to just check hallways). At least Lerys' has flashing door signs to let you know a gen is inside.

    I feel like they went for aesthetics and matching the original Silent Hill rather than making this map fun for anyone.

    So, we're burning mad map offerings to avoid it until it's rotation returns to normal.

  • BlackLotus
    BlackLotus Member Posts: 13

    Hot Take: This map sucks for BOTH sides. I've taken my own opinion into consideration as well as talking to some friends and listening to some streamers.


    Why it sucks for killers: The surface area on this map is MASSIVE. I thought the devs had learned from the previous rebalance update that adjusting the size of maps was really well received by the community. They broke that rule with Midwich. I don't know the numbers, but I think this map has the largest surface area, which is what really matters in gameplay. Also, most pallets on this map are just in the classrooms between tables and chairs and stuff — so they're really filler pallets. There's not many LOS blockers to make these able to be mind gamed. So, I found myself getting bored during chases.

    Why it sucks for survivors: . . . The surface area on this map is MASSIVE. Yes, I repeated myself from the killer section. I've seen survivors die or go into second-state on hook because it's difficult to navigate between floors to go for the save. Don't even get me started on finding gens. With maps like Lery's or even survivors' bane of existence, The Underground Complex, pallets can be used creatively to extend loops if they are initially unsafe. This map just has pallets that take 0 skill or creativity to loop.


    I didn't think it was possible for a map that sucks for both sides to exist, but here we are. This map may be found to be killer-sided or survivor-sided stats wise, but I don't think this map is enjoyable and balanced gameplay-wise for either side. I suggest the devs take a hard look at this map for a major rework, because right now, this is by far my least favorite map when playing the game as either side.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    Don't break breakable walls (unless it's a trap). It's almost always a bad idea. But, yes, OP, I feel your frustration when it comes to "safe" pallets on that map. They all feel like that pallet that used to be in the middle of the entranceway to Badham that was eventually removed. The design philosophy stayed, however, and hasn't evolved much with the game. Also, the filler pallets are A. boring and B. annoying. If there's a survivor right in front of me, I should be able to hit him/her. If not, then that design is poor. The more circular a loop is, the more I feel that way.

  • Williamz
    Williamz Member Posts: 143

    Just in case you haven't seen this already. @Desh